- Joined
- Aug 10, 2015
- Messages
- 265
- Reaction score
- 106
- Points
- 213
- Age
- 24
Character Information
Full Name: Scrifheim Hakwyn Goldbeard
Race/Culture: Dwarf
Age: 160
Gender/Pronouns: Male | He/Him
Occult: Aedán Godborn, Godchosen of Dáuw
Religion: Fornoss Worshiper (Hvarkirik)
Order: Aelrrigan Rank-Captain (Laoch Lasrach)
Custom Kit(s): Knight Artifact
Current Artifact: None
Core Concept
Party Dwarf Godborn, who uses his charm and jovialness to have fun and tries to lighten the mood. He also loves drinking and bar hopping whenever he can. He also has a very high tolerance before getting drunk so sometimes plays it up in order to facilitate a entertaining or joking demeanor when he is very much sober-like.
Appearance Information
Eye Color: Brightly glowing orange irises (Aedánborn Eyes)
Skin Color: White
Hair: Coppery Ginger
Height: 4'10"
Body Type: Fat with decent muscle underneath
Additional Features:
Scrifheim has a clean shaved head. Also has a long beard with hair cuffs, tattoos on his palms, and some magical glowing aesthetic of his skeleton can be seen which comes from his father.
Skill Information:
Hobbies and Talents:
Languages
Life Story/Plot Hooks
Full Name: Scrifheim Hakwyn Goldbeard
Race/Culture: Dwarf
Age: 160
Gender/Pronouns: Male | He/Him
Occult: Aedán Godborn, Godchosen of Dáuw
Religion: Fornoss Worshiper (Hvarkirik)
Order: Aelrrigan Rank-Captain (Laoch Lasrach)
Custom Kit(s): Knight Artifact
Current Artifact: None
Core Concept
Party Dwarf Godborn, who uses his charm and jovialness to have fun and tries to lighten the mood. He also loves drinking and bar hopping whenever he can. He also has a very high tolerance before getting drunk so sometimes plays it up in order to facilitate a entertaining or joking demeanor when he is very much sober-like.
Appearance Information
Eye Color: Brightly glowing orange irises (Aedánborn Eyes)
Skin Color: White
Hair: Coppery Ginger
Height: 4'10"
Body Type: Fat with decent muscle underneath
Additional Features:
Scrifheim has a clean shaved head. Also has a long beard with hair cuffs, tattoos on his palms, and some magical glowing aesthetic of his skeleton can be seen which comes from his father.
Skill Information:
Hobbies and Talents:
- Technology
- Vaulttech
- Godsamtro
- Alchemy
- Magical Talent
Mechanic I:Dwarves gain +1 Main Defense Stat while another Dwarf is within a 5 block range, which can break Cap up to 11. This mechanic can stack up to a +2 bonus.
Mechanic II: Dwarves are barely affected by Alcohol that gets other people drunk, needing insanely high proof, and always being able to keep their drinks down.
Mechanic III: Dwarves have perfect vision (night vision) underground and in dark surroundings, needing no light.
Mechanic IV: Dwarves are masters of the forge, able to perform feats of metallurgy in half the time of other craftsmen. Additionally, any metal item that a Dwarf produces is considered master class when compared to others.
Mechanic V: Due to their vast understanding of architecture and metallurgy, Dwarves may gain additional insight from event items that may not be obvious to others (inquire with DM/Event Hoster for opportunities).
Mechanic II: Dwarves are barely affected by Alcohol that gets other people drunk, needing insanely high proof, and always being able to keep their drinks down.
Mechanic III: Dwarves have perfect vision (night vision) underground and in dark surroundings, needing no light.
Mechanic IV: Dwarves are masters of the forge, able to perform feats of metallurgy in half the time of other craftsmen. Additionally, any metal item that a Dwarf produces is considered master class when compared to others.
Mechanic V: Due to their vast understanding of architecture and metallurgy, Dwarves may gain additional insight from event items that may not be obvious to others (inquire with DM/Event Hoster for opportunities).
Aedán Godborn
Element Hearing: You can hear stories or histories from the elements, for example feeling battles that were witnessed by mountains, suffering felt by burnt forests, or cries for help carried by the wind. This cannot be used to metagame the actions of other Players, but can give you unique story insights in storied locations at the behest of an Event Dm, or Progression, or your own Lore Story writing.
Natured Marken: You are a non-infectious Marken by nature, meaning from birth, but unlike conventional Marken, you are fully in control of yourself and never transform involuntarily. Anytime you do transform, you are still able to speak in humanoid languages. You however do not gain access to Marken Mechanics unless fully Transformed and lose them when transforming back into non-Marken form.
Social Beast: You have an impossibly high tolerance for Alcohol, drinking anyone under the table, and able to make cups or glasses magically refill themselves with the God's ale. You are immune to being arrested for Low Law violations, so long as what you have done isn't annoying or cringe-inducing for the Knights to deal with. Benign crime receives just a slap on the wrist and an "oh you" from Knights.
Element Hearing: You can hear stories or histories from the elements, for example feeling battles that were witnessed by mountains, suffering felt by burnt forests, or cries for help carried by the wind. This cannot be used to metagame the actions of other Players, but can give you unique story insights in storied locations at the behest of an Event Dm, or Progression, or your own Lore Story writing.
Natured Marken: You are a non-infectious Marken by nature, meaning from birth, but unlike conventional Marken, you are fully in control of yourself and never transform involuntarily. Anytime you do transform, you are still able to speak in humanoid languages. You however do not gain access to Marken Mechanics unless fully Transformed and lose them when transforming back into non-Marken form.
Social Beast: You have an impossibly high tolerance for Alcohol, drinking anyone under the table, and able to make cups or glasses magically refill themselves with the God's ale. You are immune to being arrested for Low Law violations, so long as what you have done isn't annoying or cringe-inducing for the Knights to deal with. Benign crime receives just a slap on the wrist and an "oh you" from Knights.
Laoch Lasrach Mechanic: Laoch Lasrach Knights can choose one Mechanic from the Evolism Religious Mechanics, and take it for their own. This may not alter their morality!
Ventra Religion Mechanic:
Ventra Religion Mechanic:
- All worshipers of Evolism are granted the gifts of Ventra. Ventra allows Evolists to incorporate aspects of natural creatures, plantlife, or geology into their own body, for example by manifesting a bear's arms, a deer's antlers, a feline tail, rock plating, or floral patterns in their hair, all of these changes being purely aesthetic.
- Additionally, if they witness a person violating nature in opposition to Ventra's teachings, they can summon Ventra's bow and glowing arrows, to mark a person. From then on, until they repent to Ventra, any Evolist that meets them will know they are a sinner.
Languages
- Common (Fluent)
- Barrudh (Fluent)
- Skodje (Driski Velheim) (Fluent)
- Dasigyl (Tryggi and Hjordi Velheim) (Fluent)
Life Story/Plot Hooks
- Born to the Clan of Goldbeard from his mother's lineage. Scrif spent his time early in life trying to understand his place in it and what his purpose was to be a Godborn of Aedán. He came to the finality that he is not defined by his paternal side but will do his best with what he's got.
- In his early years, his mother taught him the ways of the Dwarven craft and culture but would eventually pass him over to his Uncle Bjorn, who would help him completely master his smithing, forging, and Dwarven warrior training. Bjorn would also teach him more about Dáuw and he'd take these lessons to heart as his God magic awakened later in life.
- Later on, Scrif would travel around learning more that he could and eventually found himself as a Squire to the Aelrrigan Knight Chapter Laoch Lasrach after finding his way to Èriu-Innis after learning of their purpose and capabilities. He sought this as an opportunity to grow and learn as he mastered himself further and his weaponry.
- He eventually trained and studied for a couple of years before feeling he was ready and his mentors believed him ready to Knight him. After this he left the chapter's sanctum and went to Regalia to join his brethren in arms and to reconnect with his family.
- Scrif was conflicted with magic originally and still has some apprehensions but believes his magic derives from Dáuw's blessings and his father's blood. Although he tries his best not to be a showoff around his fellow dwarven family members and kinfolk to not upset those with a negative disposition to magic.
Combat Stats:
Attack: 7 Faith | Defense: 5 Con
Proficiencies
Point Buy: [15/15]
Strength: 0
Constitution: 6
Shield | Shield Snare
Shield | Shield Phalanx
Shield | Shield Rumble
Shield | Shield Cover
Shield | Shield Slam
Shield | Shield Cover (Free)
Intelligence: 1
Tech | Tech Thruster
Wisdom: 0
Chem | Technique Parry
Chem | Chem Bang
Dexterity: 0
Faith: 7
Prayer | Guided Prayer
Prayer | Warding Prayer
Paladin | Paladin Stance (Free)
Paladin | Paladin Armaments
Paladin | Paladin Guard
Paladin | Paladin Repulse
Paladin | Paladin Smite
Paladin | Paladin Cleave
Magic: 0
Charisma: 0
Attack: 7 Faith | Defense: 5 Con
Proficiencies
Point Buy: [15/15]
Strength: 0
Constitution: 6
Shield | Shield Snare
Shield | Shield Phalanx
Shield | Shield Rumble
Shield | Shield Cover
Shield | Shield Slam
Shield | Shield Cover (Free)
Intelligence: 1
Tech | Tech Thruster
Wisdom: 0
Chem | Technique Parry
Chem | Chem Bang
Dexterity: 0
Faith: 7
Prayer | Guided Prayer
Prayer | Warding Prayer
Paladin | Paladin Stance (Free)
Paladin | Paladin Armaments
Paladin | Paladin Guard
Paladin | Paladin Repulse
Paladin | Paladin Smite
Paladin | Paladin Cleave
Magic: 0
Charisma: 0
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